@benny @linuzifer
dann sollte er vielleicht ne therapie machen statt seine anhänger sich gegenseitig bekriegen lassen
Linux User, Programmer, Gamedev, Metalhead ♠️ ADHD ♠️ he/him ♠️ formerly on Twitter and mastodon.technology with the same handle
@benny @linuzifer
dann sollte er vielleicht ne therapie machen statt seine anhänger sich gegenseitig bekriegen lassen
@raven667 @anniethebruce @foosel
Flatpak adds another layer of volunteers you rely on for applying security fixes
@dotstdy @floooh @pythno @sol_hsa
Depends on what you want to do - for modern graphics it sure is, but for that you most likely wouldn't use SDLs abstraction anyway.
For a bit of 3D rendering (ports of old games, model viewers, data visualization, ...) it would've been enough, probably.
I mean, SDL2 had that 2D rendering API that did HW accelerated 2D rendering, and was very limited (no shaders, for starters), but still was used by some projects
@floooh @dotstdy @pythno @sol_hsa
oh, nice -_-
Initially the plan for SDL3's 3D API included a custom bytecode that abstracts spir-v and whatever metal and D3D use, and a compiler from a custom shading language to that bytecode, so SDL3 would include everything needed for runtime shader editing - I was looking forward to that.
But then somehow they were in a hurry to release SDL3 and integrated a different existing solution for API abstraction that uses backend-specific bytecode, IIRC :-/
@raven667 @anniethebruce @foosel
yes, you shouldn't try to roll your own crypto ;)
I just dislike that trend of depending on (literally) thousands of micro-libs (many of them as indirect dependency), would be nicer to have a handful of bigger more generic ones so it's feasible to keep informed regarding security fixes and if updates break things etc.
@pythno so OpenGL through zink + moltenvk works ok?
@pythno BTW: If care about macOS, their OpenGL implementation doesn't support spir-v.
Though zink + moltenvk probably does
@epiceneVivant @sidereal @Tattie
yeah, though I agree that just making faces is probably usually accepted
@pythno @sol_hsa
What should it be a feature of anyway? OpenGL? Vulkan?
That Google extension isn't even a real extension that's documented in the official places, but a hack supported by the shaderc tool. And of course for a tool that operates on files anyway it makes sense.
But as part of standard OpenGL/GLSL?
It *could* be made to work, but would at least require you to set a callback (that takes the filename as argument and returns a string) which might be a bit awkward for a std feature?
@dramypsyd @hyperreal
by that logic your husbands role is not the victim 😬